1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894 | /**
* @file PathPlanner2018.cpp
*
* @author <a href="mailto:akcayyig@hu-berlin.de">Yigit Can Akcay</a>
* Implementation of class PathPlanner2018
*/
#include "PathPlanner2018.h"
#include "Tools/Math/Polygon.h"
#include "Tools/Math/Line.h"
#include <forward_list>
PathPlanner2018::PathPlanner2018()
:
target_reached(false),
stepBuffer({}),
footToUse(Foot::RIGHT),
lastStepRequestID(getMotionStatus().stepControl.stepRequestID + 1), // WalkRequest stepRequestID starts at 0, we have to start at 1
kickPlanned(false)
{
getDebugParameterList().add(¶ms);
}
PathPlanner2018::~PathPlanner2018()
{
getDebugParameterList().remove(¶ms);
}
double comp(Vector2d b, Vector2d a){
return a * b / a.abs();
}
// determines if a point p is on the left hand side of the line segment defined by s_begin, s_end
bool on_left_hand_side(Vector2d p, Vector2d s_begin, Vector2d s_end){
Vector2d s_begin_to_p = p - s_begin;
Vector2d s_begin_to_s_end = s_end - s_begin;
Vector2d left_normal(-s_begin_to_s_end.y, s_begin_to_s_end.x);
return comp(s_begin_to_p, left_normal) >= 0;
}
void PathPlanner2018::execute()
{
getPathModel().kick_executed = false;
// Always executed first
manageStepBuffer();
// The kick has been executed
// Tells XABSL to jump into next state
if (kickPlanned && stepBuffer.empty())
{
getPathModel().kick_executed = true;
}
// HACK: xabsl set a forced motion request => clear everything
if (getPathModel().path2018_routine == PathModel::PathPlanner2018Routine::NONE && getMotionRequest().forced) {
stepBuffer.clear();
return;
}
switch (getPathModel().path2018_routine)
{
case PathModel::PathPlanner2018Routine::NONE:
if (kickPlanned)
{
kickPlanned = false;
}
// TODO: should the stepBuffer just be cleared here no matter what?
if (stepBuffer.empty())
{
return;
}
break;
case PathModel::PathPlanner2018Routine::AVOID:
avoid_obstacle(getPathModel().target_point);
break;
case PathModel::PathPlanner2018Routine::MOVE_AROUND_BALL2:
//TODO maybe use a parameter to select the actual routine that is executed when move around is set from the behavior???
moveAroundBall2(getPathModel().direction, getPathModel().radius, getPathModel().stable);
break;
case PathModel::PathPlanner2018Routine::FORWARDKICK:
if (nearApproach_forwardKick(params.forwardKickOffset.x, params.forwardKickOffset.y))
{
forwardKick();
}
break;
case PathModel::PathPlanner2018Routine::SIDEKICK_LEFT:
if (farApproach())
{
if (nearApproach_sideKick(Foot::LEFT, 0.0, params.sidekickOffsetY))
{
sideKick(Foot::LEFT);
}
}
break;
case PathModel::PathPlanner2018Routine::SIDEKICK_RIGHT:
if (farApproach())
{
if (nearApproach_sideKick(Foot::RIGHT, 0.0, -1 * params.sidekickOffsetY))
{
sideKick(Foot::RIGHT);
}
}
break;
case PathModel::PathPlanner2018Routine::SIDESTEP:
sidesteps(Foot::RIGHT, getPathModel().direction);
}//end switch
// Always executed last
executeStepBuffer();
PLOT("PathPlanner:buffer_size", static_cast<double>(stepBuffer.size()));
}
void PathPlanner2018::moveAroundBall2(const double direction, const double radius, const bool stable) {
if (stepBuffer.empty())
{
double step_radius = 100;
double ball_distance = getBallModel().positionPreview.abs();
Pose2D target_pose;
Vector2d target_point = getBallModel().positionPreview - Vector2d(cos(direction), sin(direction)) * radius;
// reset target_reached flag if we moved too much away from target position
if(target_point.abs() > 0.5 * step_radius
|| fabs(getBallModel().positionPreview.angle()) > Math::fromDegrees(8)) {
target_reached = false;
}
if (target_reached) {
target_pose = Pose2D();
} else if(target_point.abs() < step_radius) { // we can reach the target_point directly
Vector2d tmp_target_point = target_point;
tmp_target_point.rotate(-getBallModel().positionPreview.angle());
double angle = std::asin(tmp_target_point.y/radius);
target_pose = {getBallModel().positionPreview.angle() - angle, target_point};
target_reached = true;
} else if(ball_distance >= step_radius + radius) {
// TODO: maybe make this the "go to ball" ?!
// we are completely outside of the radius of the ball
// make step in direction of the target point if it isn't behind the ball
Vector2d tmp_target_point = target_point;
tmp_target_point.rotate(-getBallModel().positionPreview.angle());
if(tmp_target_point.x > ball_distance) {
tmp_target_point.x = ball_distance;
tmp_target_point.y = tmp_target_point.y > 0 ? radius : -radius;
}
tmp_target_point.rotate(getBallModel().positionPreview.angle());
target_pose = {getBallModel().positionPreview.angle(), tmp_target_point};
} else if(ball_distance <= std::max(radius - step_radius, step_radius - radius)){
// we are completely in the radius of ball
// make step away from ball in direction of the target point, if possible
Vector2d tmp_target_point = target_point;
tmp_target_point.rotate(-getBallModel().positionPreview.angle());
double angle;
if(tmp_target_point.x > ball_distance) { // might cross ball so just make a side step
tmp_target_point = {0, (tmp_target_point.y > 0) ? step_radius : -step_radius};
angle = std::atan2(tmp_target_point.y, ball_distance);
} else {
if(tmp_target_point.abs2() > step_radius * step_radius) {
tmp_target_point.normalize(step_radius);
}
angle = std::atan2(tmp_target_point.y, ball_distance - tmp_target_point.x);
}
tmp_target_point.rotate(getBallModel().positionPreview.angle());
target_pose = {getBallModel().positionPreview.angle() - angle, tmp_target_point};
} else {
// step 1: coordinate transformation, the ball has to lie on the x axis
// so we would rotate about -getBallModel().positionPreview.angle()
// happens implicitly by using ball_distance
// step 2: caluclate possible intersection points is1 and is2
double step_radius2 = step_radius * step_radius;
double ball_distance2 = getBallModel().positionPreview.abs2();
double radius2 = radius * radius;
double x = (step_radius2 - radius2 + ball_distance2) / (2*ball_distance);
double yy = step_radius2 - x * x;
assert(yy >= 0.0);
Vector2d is1(x, sqrt(yy));
Vector2d is2(x, -sqrt(yy));
// need to remember angle for target rotation
double angle = std::asin(is1.y/radius);
// step 3: reverse (hidden) coordinate transformation
is1.rotate(getBallModel().positionPreview.angle());
is2.rotate(getBallModel().positionPreview.angle());
// step 4: choose intersection point which is closer to the target point
if( (is2 - target_point).abs2() < (is1 - target_point).abs2()) {
target_pose.rotation = getBallModel().positionPreview.angle() + angle;
target_pose.translation = is2;
} else {
target_pose.rotation = getBallModel().positionPreview.angle() - angle;
target_pose.translation = is1;
}
}
StepBufferElement move_around_step;
move_around_step.debug_name = "move_around_step2";
move_around_step.setPose(target_pose);
move_around_step.setStepType(StepType::WALKSTEP);
if (stable) {
move_around_step.setCharacter(params.moveAroundBallCharacterStable);
} else{
move_around_step.setCharacter(params.moveAroundBallCharacter);
}
move_around_step.setScale(1.0);
move_around_step.setCoordinate(Coordinate::Hip);
move_around_step.setFoot(Foot::NONE);
move_around_step.setSpeedDirection(Math::fromDegrees(0.0));
move_around_step.setRestriction(RestrictionMode::SOFT);
move_around_step.setProtected(false);
move_around_step.setTime(250);
addStep(move_around_step);
PLOT("PathPlanner:move_around_ball_2:target:x", target_point.x);
PLOT("PathPlanner:move_around_ball_2:target:y", target_point.y);
PLOT("PathPlanner:move_around_ball_2:target:reached", target_reached);
}
}
void PathPlanner2018::avoid_obstacle(Pose2D target_point){
using namespace std;
using namespace Math;
if (stepBuffer.empty())
{
// HACK: limit path length to avoid endless loop
// TODO: better limit number of iterations
// TODO: does the algorithm terminate in every case?
// What if no valid path exists (reachability)
int path_length = 0;
int number_of_retries = 0;
int max_path_length = 20;
int max_retries = 20;
target_point.translation = Vector2d(2000, 0);//getBallModel().position;
forward_list<Vector2d> path({Vector2d(), target_point.translation});
auto vertex = path.begin();
do {
bool collision = false;
LineSegment path_segment = LineSegment(*vertex, *next(vertex));
// handle all obstacles
for (const Obstacle& obs : getObstacleModel().obstacleList) {
const auto& obstacle_points = obs.shape_points.getPoints();
vector<Vector2d> intersection_points;
vector<Vector2d> obs_vertices;
// check if the current path segment intersects the current obstacle
for (auto obs_vertex = obstacle_points.begin(); next(obs_vertex) != obstacle_points.end(); ++obs_vertex) {
LineSegment polygon_segment = LineSegment(*obs_vertex, *next(obs_vertex));
//add intersection point with convex polygon to list
if (path_segment.intersect(polygon_segment)
&& polygon_segment.intersect(path_segment)){
collision = true;
double t = path_segment.intersection(polygon_segment);
intersection_points.push_back(path_segment.point(t));
obs_vertices.push_back(*obs_vertex);
obs_vertices.push_back(*next(obs_vertex));
}
// ASSUMPTION: convex polygon
if(intersection_points.size() == 2) break;
}
// determine and add new point to the path
bool replace_next_vertex = false;<--- The scope of the variable 'replace_next_vertex' can be reduced. [+]The scope of the variable 'replace_next_vertex' can be reduced. Warning: Be careful when fixing this message, especially when there are inner loops. Here is an example where cppcheck will write that the scope for 'i' can be reduced:
void f(int x)
{
int i = 0;
if (x) {
// it's safe to move 'int i = 0;' here
for (int n = 0; n < 10; ++n) {
// it is possible but not safe to move 'int i = 0;' here
do_something(&i);
}
}
}
When you see this message it is always safe to reduce the variable scope 1 level.
if (collision) {
// start or end endpoint of the path segment lies inside the polygon
if(intersection_points.size() == 1) {
if(on_left_hand_side(*vertex, obs_vertices[0], obs_vertices[1])) { // start point is inside the obstacle
// TODO: maybe improve how leaving an obstacle is handled
// currently ignore that there was a collision
collision = false;
continue;
} else { // end point is inside the obstacle
if (next(vertex, 2) == path.end()) { // the end point is the target point
collision = false;
continue;
} else {
replace_next_vertex = true;
intersection_points.push_back(*next(vertex));
}
}
}
Vector2d ab = intersection_points[1] - intersection_points[0];
if (on_left_hand_side(obs.center, intersection_points[0], intersection_points[1])) {
ab.x = -ab.x;
} else {
ab.y = -ab.y;
}
swap(ab.x, ab.y);
// TODO: maybe the new point might be choosen a little bit more intelligently
// e.g. use a intersection point with other edges of the polygon in the direction of ab
Vector2d debug_mean = (intersection_points[0] + intersection_points[1]) * 0.5;
Vector2d new_point = (intersection_points[0] + intersection_points[1]) * 0.5 + ab;
// debug
PEN("555555", 1);
LINE(debug_mean.x, debug_mean.y, new_point.x, new_point.y);
if(replace_next_vertex) { // the endpoint of the path segment lies inside the polygon
*next(vertex) = new_point; // so replace it by a new point
++number_of_retries;
} else {
// add new vertex after current one to the path
path.insert_after(vertex, new_point);
++path_length;
}
// debug
PEN("00FF00", 1);
for(auto v = path.begin(); next(v) != path.end(); ++v){
LINE(v->x, v->y, next(v)->x, next(v)->y);
}
// the path was changed after the current vertex
// so we need to check for all obstacles again
// if the new part is valid
break;
}
} // end obstacle loop
// there was no collision so the path is valid until the next vertex
if(!collision) {
++vertex;
number_of_retries = 0;
}
} while(next(vertex) != path.end()
&& path_length < max_path_length
&& number_of_retries < max_retries);
FIELD_DRAWING_CONTEXT;
if (path_length < max_path_length) {
PEN("000000", 1);
} else {
PEN("FF0000", 1);
}
for(auto vertex = path.begin(); next(vertex) != path.end(); ++vertex){
LINE(vertex->x, vertex->y, next(vertex)->x, next(vertex)->y);
}
//StepBufferElement avoid_step;
//avoid_step.debug_name = "avoid_step";
//avoid_step.setPose(Pose2D(0.0, path[1]));
//avoid_step.setStepType(StepType::WALKSTEP);
//avoid_step.setCharacter(params.moveAroundBallCharacterStable);
//avoid_step.setScale(1.0);
//avoid_step.setCoordinate(Coordinate::Hip);
//avoid_step.setFoot(Foot::NONE);
//avoid_step.setSpeedDirection(fromDegrees(0.0));
//avoid_step.setRestriction(RestrictionMode::SOFT);
//avoid_step.setProtected(false);
//avoid_step.setTime(250);
//addStep(avoid_step);
}
}
bool PathPlanner2018::farApproach()
{
if (stepBuffer.empty())
{
Vector2d ballPos = getBallModel().positionPreview;
double numPossibleSteps = ballPos.abs() / params.stepLength;
if (numPossibleSteps > params.farToNearApproachThreshold)
{
double translation_xy = params.stepLength;
StepBufferElement far_approach_step;
far_approach_step.debug_name = "far_approach_step";
far_approach_step.setPose({ ballPos.angle(), translation_xy, std::min(translation_xy, std::abs(ballPos.y)) * (ballPos.y < 0 ? -1 : 1) });
far_approach_step.setStepType(StepType::WALKSTEP);
far_approach_step.setCharacter(0.7);
far_approach_step.setScale(1.0);
far_approach_step.setCoordinate(Coordinate::Hip);
far_approach_step.setFoot(Foot::NONE);
far_approach_step.setSpeedDirection(Math::fromDegrees(0.0));
far_approach_step.setRestriction(RestrictionMode::HARD);
far_approach_step.setProtected(false);
far_approach_step.setTime(250);
addStep(far_approach_step);
}
else
{
return true;
}
}
return false;
}
bool PathPlanner2018::sidesteps(const Foot& foot, const double direction){
// Always execute the steps that were planned before planning new steps
if (stepBuffer.empty())
{
Coordinate coordinate = Coordinate::Hip;
if (foot == Foot::RIGHT)
{
coordinate = Coordinate::RFoot;
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::LFoot;
}
else
{
ASSERT(false);
}
StepBufferElement side_step;
side_step.setPose({ 0.0, 0.0, direction > 0.0 ? 100.0 : -100.0});
side_step.setStepType(StepType::WALKSTEP);
side_step.setCharacter(0.3);
side_step.setScale(1.0);
side_step.setCoordinate(coordinate);
side_step.setFoot(Foot::NONE);
side_step.setSpeedDirection(Math::fromDegrees(0.0));
side_step.setRestriction(RestrictionMode::SOFT);
side_step.setProtected(false);
side_step.setTime(400);
addStep(side_step);
return true;
}
else{
return false;
}
}
bool PathPlanner2018::nearApproach_forwardKick(const double offsetX, const double offsetY)
{
// Always execute the steps that were planned before planning new steps
if (stepBuffer.empty())
{
Vector2d ballPos;
Vector2d targetPos;
Coordinate coordinate = Coordinate::Hip;
//if (foot == Foot::RIGHT)
if (getBallModel().positionPreview.y < 0)
{
ballPos = getBallModel().positionPreviewInRFoot;
coordinate = Coordinate::RFoot;
}
//else if (foot == Foot::LEFT)
else if (getBallModel().positionPreview.y >= 0)
{
coordinate = Coordinate::LFoot;
ballPos = getBallModel().positionPreviewInLFoot;
}
else
{
ASSERT(false);
}
// add the desired offset
targetPos.x = ballPos.x - getFieldInfo().ballRadius - offsetX;
targetPos.y = ballPos.y - offsetY;
// Am I ready for a kick or still walking to the ball?
// Approach further if we are too far away, or foot not aligned to ball or foot to close - We use different thresholds for too far and too close
if (targetPos.x > params.forwardKickThreshold_far.x || std::abs(targetPos.y) > params.forwardKickThreshold_far.y || targetPos.x < params.forwardKickThreshold_near.x)
{
// generate a correction step
double translation_xy = params.stepLength; //TODO kann man nicht die steplength aus den motion nehmen?
// std::abs(targetPos.y) => das heisst doch wenn der ball in der y richtung springt wird ein schritt zurück geplant und ausgeführt
// das ist dafür das das er an den ball anlaufen kann ohne zu rotieren. Wenn man nah am ball ist wird angenommen das die Rotation
// stimmt und dann soll diese auch nicht korrigiert werden
// TODO: Falls targetPos.x perfekt ist (=0) und abs(targetPos.y) > params.forwardKickThreshold_far.y wird trotzdem ein Schritt zurück gemacht,
// obwohl ein einfacher Side-Step ausreichen könnte.
// Die obige Erklärung(?) scheint nicht nachvollziehbar.
double translation_x = std::min(translation_xy, targetPos.x - std::abs(targetPos.y));
double translation_y = std::min(translation_xy, std::abs(targetPos.y)) * (targetPos.y < 0 ? -1 : 1);
StepBufferElement near_approach_forward_step;
near_approach_forward_step.debug_name = "near_approach_forward_step";
near_approach_forward_step.setPose({ 0.0, translation_x, translation_y });
near_approach_forward_step.setStepType(StepType::WALKSTEP);
near_approach_forward_step.setCharacter(params.nearApproach_step_character);
near_approach_forward_step.setScale(1.0);
near_approach_forward_step.setCoordinate(coordinate);
near_approach_forward_step.setFoot(Foot::NONE);
near_approach_forward_step.setSpeedDirection(Math::fromDegrees(0.0));
near_approach_forward_step.setRestriction(RestrictionMode::HARD);
near_approach_forward_step.setProtected(false);
near_approach_forward_step.setTime(250);
addStep(near_approach_forward_step);
}
else
{
return true;
}
}
return false;
}
bool PathPlanner2018::nearApproach_sideKick(const Foot& foot, const double offsetX, const double offsetY)
{
// TODO: Has to work without rotation (like nearApproach_forwardKick)
// Always execute the steps that were planned before planning new steps
if (stepBuffer.empty())
{
Vector2d ballPos;
Coordinate coordinate = Coordinate::Hip;
if (foot == Foot::RIGHT)
{
ballPos = getBallModel().positionPreviewInRFoot;
coordinate = Coordinate::RFoot;
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::LFoot;
ballPos = getBallModel().positionPreviewInLFoot;
}
else
{
ASSERT(false);
}
// add the desired offset
ballPos.x += offsetX;
ballPos.y += offsetY;
// TODO: Are there better ways to calculate this?
double numPossibleStepsX = std::abs(ballPos.x) / params.stepLength;
double numPossibleStepsY = std::abs(ballPos.y) / params.stepLength;
// Am I ready for a kick ?
if (numPossibleStepsX > params.readyForSideKickThresholdX
|| numPossibleStepsY > params.readyForSideKickThresholdY)
{
double translation_x = std::min(params.stepLength, ballPos.x - getFieldInfo().ballRadius - params.nearApproachSideKickBallPosOffsetX - std::abs(ballPos.y));
double translation_y = std::min(params.stepLength, std::abs(ballPos.y)) * (ballPos.y < 0 ? -1 : 1);
StepBufferElement new_step;
new_step.setPose({ 0.0, translation_x, translation_y });
new_step.setStepType(StepType::WALKSTEP);
new_step.setCharacter(0.7);
new_step.setScale(1.0);
new_step.setCoordinate(coordinate);
new_step.setFoot(Foot::NONE);
new_step.setSpeedDirection(Math::fromDegrees(0.0));
new_step.setRestriction(RestrictionMode::HARD);
new_step.setProtected(false);
new_step.setTime(250);
addStep(new_step);
}
else
{
MotionStatus::StepControlStatus::MoveableFoot movableFoot = getMotionStatus().stepControl.moveableFoot;
if (movableFoot != (foot == Foot::RIGHT ? MotionStatus::StepControlStatus::RIGHT : MotionStatus::StepControlStatus::LEFT)
&& movableFoot != MotionStatus::StepControlStatus::BOTH)
{
double translation_x = std::min(params.stepLength, ballPos.x - getFieldInfo().ballRadius - params.nearApproachSideKickBallPosOffsetX - std::abs(ballPos.y));
double translation_y = std::min(params.stepLength, std::abs(ballPos.y)) * (ballPos.y < 0 ? -1 : 1);
StepBufferElement correction_step;
correction_step.setPose({ 0.0, translation_x, translation_y });
correction_step.setStepType(StepType::WALKSTEP);
correction_step.setCharacter(0.7);
correction_step.setScale(1.0);
correction_step.setCoordinate(coordinate);
correction_step.setFoot(Foot::NONE);
correction_step.setSpeedDirection(Math::fromDegrees(0.0));
correction_step.setRestriction(RestrictionMode::HARD);
correction_step.setProtected(false);
correction_step.setTime(250);
addStep(correction_step);
}
else if (getMotionStatus().stepControl.moveableFoot == (foot == Foot::RIGHT ? MotionStatus::StepControlStatus::RIGHT : MotionStatus::StepControlStatus::LEFT)
&& movableFoot != MotionStatus::StepControlStatus::BOTH)
{
// HACKY
Vector2d ballPosLeftFoot = getBallModel().positionPreviewInLFoot;
Vector2d ballPosRightFoot = getBallModel().positionPreviewInRFoot;
if (foot == Foot::RIGHT
&& ballPosLeftFoot.abs() < ballPosRightFoot.abs())
{
StepBufferElement correction_step;
correction_step.setPose({ 0.0, 0.0, 0.0 });
correction_step.setStepType(StepType::WALKSTEP);
correction_step.setCharacter(0.7);
correction_step.setScale(1.0);
correction_step.setCoordinate(Coordinate::LFoot);
correction_step.setFoot(Foot::NONE);
correction_step.setSpeedDirection(Math::fromDegrees(0.0));
correction_step.setRestriction(RestrictionMode::HARD);
correction_step.setProtected(false);
correction_step.setTime(250);
addStep(correction_step);
correction_step.setCoordinate(Coordinate::RFoot);
addStep(correction_step);
}
else if (foot == Foot::LEFT
&& ballPosRightFoot.abs() < ballPosLeftFoot.abs())
{
StepBufferElement correction_step;
correction_step.setPose({ 0.0, 0.0, 0.0 });
correction_step.setStepType(StepType::WALKSTEP);
correction_step.setCharacter(0.7);
correction_step.setScale(1.0);
correction_step.setCoordinate(Coordinate::RFoot);
correction_step.setFoot(Foot::NONE);
correction_step.setSpeedDirection(Math::fromDegrees(0.0));
correction_step.setRestriction(RestrictionMode::HARD);
correction_step.setProtected(false);
correction_step.setTime(250);
addStep(correction_step);
correction_step.setCoordinate(Coordinate::LFoot);
addStep(correction_step);
}
}
return true;
}
}
return false;
}
void PathPlanner2018::forwardKick()
{
if (!kickPlanned)
{
stepBuffer.clear();
// 2019 version - makes sure to kick with the foot that is behind the ball
Vector2d ballPos;
Foot actual_foot;
Coordinate coordinate = Coordinate::Hip;
if (getBallModel().positionPreview.y < 0)
{
coordinate = Coordinate::LFoot;
actual_foot = Foot::RIGHT;
ballPos = getBallModel().positionPreviewInRFoot;
}
else
{
coordinate = Coordinate::RFoot;
actual_foot = Foot::LEFT;
ballPos = getBallModel().positionPreviewInLFoot;
}
/*
// this was used in 2018
if (foot == Foot::RIGHT)
{
coordinate = Coordinate::LFoot;
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::RFoot;
}
else
{
ASSERT(false);
}
*/
// Correction step if the movable foot is different from the foot that is supposed to kick
if (getMotionStatus().stepControl.moveableFoot != (getBallModel().positionPreview.y < 0 ? MotionStatus::StepControlStatus::RIGHT : MotionStatus::StepControlStatus::LEFT))
{
StepBufferElement forward_correction_step("forward_correction_step");
forward_correction_step
.setPose({ 0.0, 100.0, 0.0 })
.setStepType(StepType::WALKSTEP)
.setCharacter(1.0)
.setScale(1.0)
.setCoordinate(coordinate)
.setFoot(Foot::NONE)
.setSpeedDirection(Math::fromDegrees(0.0))
.setRestriction(RestrictionMode::HARD)
.setProtected(false)
.setTime(250);
addStep(forward_correction_step);
}
// The kick
StepBufferElement forward_kick_step;
forward_kick_step
.setPose({ 0.0, 500.0, 0.0 }) // kick straight forward
.setStepType(StepType::KICKSTEP)
.setCharacter(1.0)
.setScale(0.7)
.setCoordinate(coordinate)
.setFoot(actual_foot)
.setSpeedDirection(Math::fromDegrees(0.0))
.setRestriction(RestrictionMode::SOFT)
.setProtected(true)
.setTime(params.forwardKickTime);
// NOTE: change the kick pose if the parameter is set
if(params.forwardKickAdaptive) {
forward_kick_step.setPose({ 0.0, ballPos.x, ballPos.y }); // kick towards the ball
}
addStep(forward_kick_step);
// The zero step
forward_kick_step.setStepType(StepType::ZEROSTEP);
addStep(forward_kick_step);
// The retracting walk step
forward_kick_step.setPose({ 0.0, 0.0, 0.0 });
forward_kick_step.setStepType(StepType::WALKSTEP);
addStep(forward_kick_step);
kickPlanned = true;
}
}
void PathPlanner2018::sideKick(const Foot& foot) // Foot == RIGHT means that we want to kick with the right foot to the left side
{
if (stepBuffer.empty() && !kickPlanned)
{
Coordinate coordinate = Coordinate::Hip;
double stepY = 0.0;
double speedDirection = 0.0;
if (foot == Foot::RIGHT)
{
coordinate = Coordinate::LFoot;
stepY = 100.0;
speedDirection = Math::fromDegrees(90);
}
else if (foot == Foot::LEFT)
{
coordinate = Coordinate::RFoot;
stepY = -100.0;
speedDirection = Math::fromDegrees(-90);
}
else
{
ASSERT(false);
}
// The kick
StepBufferElement new_step;
new_step.setPose({ 0.0, 500.0, stepY });
new_step.setStepType(StepType::KICKSTEP);
new_step.setCharacter(1.0);
new_step.setScale(1.0);
new_step.setCoordinate(coordinate);
new_step.setFoot(foot);
new_step.setSpeedDirection(speedDirection);
new_step.setRestriction(RestrictionMode::SOFT);
new_step.setProtected(true);
new_step.setTime(params.sideKickTime);
addStep(new_step);
// The zero step
new_step.setStepType(StepType::ZEROSTEP);
addStep(new_step);
// The retracting walk step
new_step.setPose({ 0.0, 0.0, 0.0 });
new_step.setStepType(StepType::WALKSTEP);
addStep(new_step);
kickPlanned = true;
}
}
void PathPlanner2018::addStep(const StepBufferElement& new_step) {
stepBuffer.push_back(new_step);
}
void PathPlanner2018::updateSpecificStep(const unsigned int index, StepBufferElement& step)
{
ASSERT(stepBuffer.size() > 0);
ASSERT(stepBuffer.size() >= index);
stepBuffer[index] = step;
}
void PathPlanner2018::manageStepBuffer()
{
if (stepBuffer.empty())
{
return;
}
// requested step has been accepted
if (lastStepRequestID == getMotionStatus().stepControl.stepRequestID)
{
/*std::string lastStepType = "";
if (stepBuffer[0].type == StepType::KICKSTEP)
{
lastStepType = "KICKSTEP";
}
else if (stepBuffer[0].type == StepType::WALKSTEP)
{
lastStepType = "WALKSTEP";
}
else if (stepBuffer[0].type == StepType::ZEROSTEP)
{
lastStepType = "ZEROSTEP";
}
std::cout << "Last executed step: " << lastStepType << " -- " << numPossibleSteps << " > " << params.readyForKickThreshold << " or " << numRotationStepsNecessary << " > " << numPossibleSteps << std::endl;
*/
stepBuffer.erase(stepBuffer.begin());
lastStepRequestID = getMotionStatus().stepControl.stepRequestID + 1;
}
}
void PathPlanner2018::executeStepBuffer()
{
STOPWATCH_START("PathPlanner2018:execute_steplist");
if (stepBuffer.empty()) {
return;
}
// normal walking WALKSTEPs use Foot::NONE, for KICKSTEPs the foot to use has to be specified
if (stepBuffer.front().foot == Foot::NONE)
{
switch (getMotionStatus().stepControl.moveableFoot)
{
case MotionStatus::StepControlStatus::LEFT:
footToUse = Foot::LEFT;
break;
case MotionStatus::StepControlStatus::RIGHT:
footToUse = Foot::RIGHT;
break;
case MotionStatus::StepControlStatus::BOTH:
if (stepBuffer.front().pose.translation.y > 0.0f || stepBuffer.front().pose.rotation > 0.0f) {
footToUse = Foot::LEFT;
} else {
footToUse = Foot::RIGHT;
}
break;
case MotionStatus::StepControlStatus::NONE:
footToUse = Foot::RIGHT;
break;
}
}
else
{
footToUse = stepBuffer.front().foot;
}
//set motion request
getMotionRequest().id = motion::walk;
getMotionRequest().walkRequest.stepControl.stepID = getMotionStatus().stepControl.stepID;
getMotionRequest().walkRequest.coordinate = stepBuffer.front().coordinate;
getMotionRequest().walkRequest.character = stepBuffer.front().character;
getMotionRequest().walkRequest.stepControl.scale = stepBuffer.front().scale;
getMotionRequest().walkRequest.stepControl.type = stepBuffer.front().type;
getMotionRequest().walkRequest.stepControl.time = stepBuffer.front().time;
getMotionRequest().walkRequest.stepControl.speedDirection = stepBuffer.front().speedDirection;
getMotionRequest().walkRequest.stepControl.target = stepBuffer.front().pose;
getMotionRequest().walkRequest.stepControl.restriction = stepBuffer.front().restriction;
getMotionRequest().walkRequest.stepControl.isProtected = stepBuffer.front().isProtected;
getMotionRequest().walkRequest.stepControl.stepRequestID = lastStepRequestID;
getMotionRequest().walkRequest.stepControl.moveLeftFoot = (footToUse != Foot::RIGHT); // false means right foot
//std::cout << stepBuffer.front().debug_name << " - " << getMotionRequest().walkRequest.stepControl.moveLeftFoot << std::endl;
STOPWATCH_STOP("PathPlanner2018:execute_steplist");
}
|